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[Path: Master of Adventures > Treasure > Magic Items ] ic, druid, or warlock) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic ...
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[Path: Master of Adventures > Treasure > Magic Items ] cceed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. STONE OF CONTROLLING EARTH ELEMENTALS Wondrous item, rare If the stone is touching the ground, you can use an ...
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[Path: Master of Adventures > Treasure > Magic Items ] h elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds. STONE OF GOOD LUCK (LUCKSTONE) Wondrous item, uncommon (requires attunement) While this polished agate is on yo...
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[Path: Master of Adventures > Treasure > Magic Items ] hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or...
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[Path: Master of Adventures > Treasure > Magic Items ] this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The l...
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[Path: Master of Adventures > Treasure > Magic Items ] an use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. SWORD OF ANSWERING Weapon (longsword), legendary (requires attunement by a creature with the same alignment as ...
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[Path: Master of Adventures > Treasure > Magic Items ] ich is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. Name Alignment Gem Answerer Chaotic good Emerald Back Talker Chaotic evil jet Concluder Lawful neutral ...
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[Path: Master of Adventures > Treasure > Magic Items ] d Aquamarine • Scather Lawful evil Garnet Squelcher Neutral evil Spinel You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any cr...
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[Path: Master of Adventures > Treasure > Magic Items ] you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. CHAPTER 7 I TREASURE SwoRD OF SHARPNESS SWORD OF LIFE STEALING Weapon (any sword), rare (requires attunement) ...
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[Path: Master of Adventures > Treasure > Magic Items ] ll a 20 on the attack roll, that target takes an extra : necrotic damage if it isn't a construct or an undead. Y also gain 10 temporary hit points. SWORD OF SHARPNESS Weapon (any sword that deals slashing damage), very· rare (requires attunement) When you at...
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[Path: Master of Adventures > Treasure > Magic Items ] When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra :- slashing damage. Then roll another d20. If you roll a .:: you lop off one of the target's limbs, with the effect of such loss determined by the DM. If th...
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[Path: Master of Adventures > Treasure > Magic Items ] right light in a 10-foot rad:: and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts ou· the light. SWORD OF VENGEANCE Weapon (any sword), uncommon (requires attunemer.· You gain a +1 bonus to attack and damage ...
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[Path: Master of Adventures > Treasure > Magic Items ] d to it extends the cu:-: to you. As long as you remain cursed, you are unwilli- ~ to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons othe- than this one. In ad...
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[Path: Master of Adventures > Treasure > Magic Items ] ed you until y . TALISMAN OF THE SPHERE drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful s...
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[Path: Master of Adventures > Treasure > Magic Items ] Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the ...
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[Path: Master of Adventures > Treasure > Magic Items ] each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom ...
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[Path: Master of Adventures > Treasure > Magic Items ] talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage ...
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[Path: Master of Adventures > Treasure > Magic Items ] in, you can use the talisman as a holy symbol, and you gain a +2 bonus to pel! attack rolls while you wear or hold it. The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you c...
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[Path: Master of Adventures > Treasure > Magic Items ] 0 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. TALISMAN O...
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[Path: Master of Adventures > Treasure > Magic Items ] telligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levit...
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[Path: Master of Adventures > Treasure > Magic Items ] . TALISMAN OF ULTIMATE EVIL Wondrous item, legendary (requires attunement by a creature of evil alignment) This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A go...
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[Path: Master of Adventures > Treasure > Magic Items ] are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the ...
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[Path: Master of Adventures > Treasure > Magic Items ] g fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissol...
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[Path: Master of Adventures > Treasure > Magic Items ] R 7 I TREASURE r TENTACLE Ron Rod, rare (requires attunement) Made by the drow, this rod is a magic weapon that end_ in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 ...
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[Path: Master of Adventures > Treasure > Magic Items ] On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use r...
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[Path: Master of Adventures > Treasure > Magic Items ] action or a bonus action, but not both. At the end of ea - of its turns, it can repeat the saving throw, ending the effect on itself on a success. TOME OF CLEAR THOUGHT Wondrous item, very rare This book contains memory and logic exercises, and i~ words are c...
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[Path: Master of Adventures > Treasure > Magic Items ] ines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it ·.., a century. TOME OF LEADERSHIP AND INFLUENCE Wondrous item, very rare This book contains guidelines for influencing and ch...
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[Path: Master of Adventures > Treasure > Magic Items ] ts guidelines, your Charisma score increases by 2, as d~ your maximum for that score. The manual then loses i·- magic, but regains it in a century. TOME OF THE STILLED TONGUE Wondrous item, legendary (requires attunement by a wizard) This thick leather-bound...
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[Path: Master of Adventures > Treasure > Magic Items ] ly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from othe:- spellcasters who crossed Vecna. The first fe...
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[Path: Master of Adventures > Treasure > Magic Items ] cipherable scrawls. The remaining pages are blank and pristine. If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, w...
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[Path: Master of Adventures > Treasure > Magic Items ] While attuned to the book, you can remove the tonguF from the book's cover. If you do so, all spells written in the book are permanently erased. . Vecna watches anyone using this tome. He can also Tite cryptic messages in the book. These messages appear at mi...
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[Path: Master of Adventures > Treasure > Magic Items ] y are read. TOME OF UNDERSTANDING Tondrous item, very rare -his book contains intuition and insight exercises, and swords are charged with magic. If you spend 48 hours m·er a period of 6 days or fewer studying the book's on tents and practicing its guideline...
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[Path: Master of Adventures > Treasure > Magic Items ] a century. TRIDENT OF FISH COMMAND Veapon (trident), uncommon (requires attunement) -:'his trident is a magic weapon. It has 3 charges. While _. ou carry it, you can use an action and expend 1 charge o cast dominate beast (save DC 15) from it on a beast rhat...
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[Path: Master of Adventures > Treasure > Magic Items ] ary This tube holds milky liquid with a strong alcohol ~me lt. You can use an action to pour the contents of the rube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue. VICIOUS WE...
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[Path: Master of Adventures > Treasure > Magic Items ] any sword that deals slashing damage), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one ...
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[Path: Master of Adventures > Treasure > Magic Items ] this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legenda...
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[Path: Master of Adventures > Treasure > Magic Items ] hing damage from the hit. W AND OF BINDING Wand, rare (requires attunement by a spellcaster) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the...
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[Path: Master of Adventures > Treasure > Magic Items ] action to expend some of its charges to cast one of the VoRPAL SwoRD UNIVERSAL SOLVENT TRIDENT OF FisH CoMMAND .. CHAPTER 7 J TREASURE 209 . WAND OF FIREBALL S CHAPTER 7 I TREASURE following spells (save DC 17): hold monster (5 charges) or hold person ...
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[Path: Master of Adventures > Treasure > Magic Items ] ng throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. WAND OF ENEMY DETECTION Wand, rare (requires attunement) This wand has 7 charges. While holding it, you can use...
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[Path: Master of Adventures > Treasure > Magic Items ] from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. The wand regains 1d6 + 1 expended charges daily at dawn. If you e...
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[Path: Master of Adventures > Treasure > Magic Items ] nd has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Command. While holding the wand, you can use an action t...
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[Path: Master of Adventures > Treasure > Magic Items ] 5). Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. ...
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[Path: Master of Adventures > Treasure > Magic Items ] of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that preven it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each o: its turns, a creature...
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[Path: Master of Adventures > Treasure > Magic Items ] his wand has 7 charges. While holding it, you can u e an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increa e the spell slot level by one for each...
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[Path: Master of Adventures > Treasure > Magic Items ] the wand crumbles into ashes and is destroyed . AND OF LIGHTNING BOLTS -land, rare (requires attunement by a spellcaster) ~his wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the ·ahtning bolt spell (save...
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[Path: Master of Adventures > Treasure > Magic Items ] ns ld6 + 1 expended charges daily at Gawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. · AND OF MAGIC DETECTION {and, uncommon - his wand has 3 charges. While holding it, you can e.:o::pend 1 charg...
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[Path: Master of Adventures > Treasure > Magic Items ] ommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each...
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[Path: Master of Adventures > Treasure > Magic Items ] a 1, the wand crumbles into ashes and is destroyed. WAND OF PARALYSIS IVand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the ti...
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[Path: Master of Adventures > Treasure > Magic Items ] rget is paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. The wand regains ld6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a...
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[Path: Master of Adventures > Treasure > Magic Items ] se an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains ld6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. WAND OF...
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[Path: Master of Adventures > Treasure > Magic Items ] door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains ld3 expended charges daily at dawn. WAND oF LIGHTNING BoLTS WAND OF MAGIC DETECTION WAND OF MAGIC MISSILES WAND OF PARALYSIS CHAPTER 7 / TREASURE ...
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[Path: Master of Adventures > Treasure > Magic Items ] g this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack. WAND OF WEB Wand, uncommon (requires attunement by a spellcaster) This wand has 7 charges. While holding it, yo...
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[Path: Master of Adventures > Treasure > Magic Items ] ns 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. WAND OF WONDER Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you...
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[Path: Master of Adventures > Treasure > Magic Items ] dlOO and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effec...
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[Path: Master of Adventures > Treasure > Magic Items ] ins 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. CHAPTER 7 I TREASURE dlOO Effect 01-05 You cast slow. 06- 10 You cast faerie fire. 11-15 You are stunned ...
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[Path: Master of Adventures > Treasure > Magic Items ] cast detect thoughts on the target you chose. If you didn't target a creature, you instead take l - psychic damage. 26-30 You cast stinking cloud. 31-33 Heavy rain falls in a 60-foot radius centered on tre target. The area becomes lightly obscured . The rc. ...
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[Path: Master of Adventures > Treasure > Magic Items ] Roll a d1 0 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. See the Monster Manual for the animal's statistics. 37-46 You cast lightning bolt. 47-49 A cloud of 600 oversi...
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[Path: Master of Adventures > Treasure > Magic Items ] target as if you had cast enlarge/ reduce. If the target can't be affected by that spe or if you didn't target a creature, you become the target. WAND oF Wes WAND oF WoNDER . dlOO Effect 54-58 You cast darkness. 59-62 Grass grows on the ground in a 60-f...
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[Path: Master of Adventures > Treasure > Magic Items ] t grows to ten times its normal size and remains overgrown for 1 minute. 63- 65 An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any di...
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[Path: Master of Adventures > Treasure > Magic Items ] yourself. 85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. 88- 90 A stream of 1 d4 x 10 gems...
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[Path: Master of Adventures > Treasure > Magic Items ] of the gems is divided equally among all creatures in the line. 91-95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinde...
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[Path: Master of Adventures > Treasure > Magic Items ] uccess. 96-97 The target's skin turns bright blue fo r 1d10 days. If you chose a point in space, the creature nearest to that point is affected . 98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creat...
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[Path: Master of Adventures > Treasure > Magic Items ] aving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn , becoming pet...
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[Path: Master of Adventures > Treasure > Magic Items ] , +1, +2, OR +3 Weapon (any), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. WEAPON OF WARNING Weapon (any), uncommon (requires attunement) ...
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[Path: Master of Adventures > Treasure > Magic Items ] tion, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when comb...
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[Path: Master of Adventures > Treasure > Magic Items ] endary This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a tw...
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[Path: Master of Adventures > Treasure > Magic Items ] ortal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can't do so again for ld8 hours. WIND FAN Wondrous item, uncommon While holding this fan, you can use an action to cast the gust of wind spell ...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. CHAPTER 7 I TREASURE 213 . WiNGS OF FLYING WtNGEO BooTs WINGED BOOTS Wondrous item, uncommon (requires attunement) While you wea...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] ng a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for evyry 12 hours they aren't in use. WINGS OF FLYING ...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours. CHAPTER 7 I TREASURE SENTIENT MAGIC ITEM...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side. Most sentie...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] . Sentient magic items function as NPCs under the DM's control. Any activated property of the item is under the item's control, not its wielder's. As long as the wielder maintains a good relationship with the item, the wielder can access those proper...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] decide to make a magic item sentient, you create the item's persona in the same way you would create an NPC, with a few exceptions described here. ABILITIES A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item'...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] TION A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how · communicates or roll on the following table. dlOO Communication 01-60 The item ...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] d, and understand one SENSES or more languages. In addition, the item can communicate telepathically with any character tha carries or wields it. With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. Y...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] t Hearing and normal vision out to 120 feet. Hearing and darkvision out to 120 feet. . . 216 A LIGN MENT A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the foll...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] nt magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table. dlOO Alignment dlOO Alignment 01-15 Lawful good 74-85 Chaotic neutral 16-35 Neutral good 86-89...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] TERISTICS Use the information on creating NPCs in chapter 4 to develop a sentient item's mannerisms, personality traits, ideals, bonds, and flaws. You can also draw on the "Special Features" section earlier in this chapter. If you determine these cha...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] ll until you get a result you like. SPECIAL P U RPOSE You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] ial purpose or roll on the following table. dlO Purpose Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.) 2 Bane: The item seeks to defeat or destroy creatures of a particula...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] r race or kind of creature, such as elves or druids. 4 Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity. 5 Templar: The item seeks to defend the servants and interests of a particular deity. 6 Destroyer: T...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] notorious figure. • 8 Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy. 9 Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future event...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder's Charisma check. ...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] der dispose of anything the item finds repugnant. • The item demands that its wielder pursue the item's goals to the exclusion of all other goals. The item demands to be given to someone else. If its wielder refuses to comply with the item's wishes ...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] ing: Make it impossible for its wielder to attune to it. Suppress one or more of its activated properties. Attempt to take control of its wielder. If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving th...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] med, the wielder mus try to follow the item's commands. If the wielder takes damage, it can repeat the saving throw, ending the effe on a success. Whether the attempt to control its user succeeds or fails, the item can't use this power again until th...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] a creature of non-lawful alignment) Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack and damage ro...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] soul, unless it is a construct or an undead .. -. creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit p...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack roll . saving throws, and ability checks. If you hit an undead with this weapon, you take ldlO necrotic damage and the target regains ldlO hit poi...
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217
[Path: Master of Adventures > Treasure > Sentient Magic Items ] aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened. Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains...
dmg_1990
dmg
217
[Path: Master of Adventures > Treasure > Sentient Magic Items ] nd darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language ...
dmg_1991
dmg
217
[Path: Master of Adventures > Treasure > Sentient Magic Items ] it eats, including the wielder's. The word believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kins...
dmg_1992
dmg
217
[Path: Master of Adventures > Treasure > Sentient Magic Items ] ded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder oc...
dmg_1993
dmg
217
[Path: Master of Adventures > Treasure > Sentient Magic Items ] by the elves, one of the most prized and jealously guarded is a moon blade. In ancient times, nearly all elven noble houses claimed one uch blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become...
dmg_1994
dmg
217
[Path: Master of Adventures > Treasure > Sentient Magic Items ] om parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normallongsword until a worthy so...
dmg_1995
dmg
217
[Path: Master of Adventures > Treasure > Sentient Magic Items ] ster at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods. A moon blade won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and ...
dmg_1996
dmg
217
[Path: Master of Adventures > Treasure > Sentient Magic Items ] epts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed. A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The first rune...
dmg_1997
dmg
217
[Path: Master of Adventures > Treasure > Sentient Magic Items ] he first grants the moon blade an additional property. The DM chooses each property or determines it randomly on the Moon Blade P roperties table. MOONBLADE PROPERTIES d1 00 Property 01-40 Increase the bonus to attack and damage rolls by 1, to a ...
dmg_1998
dmg
217
[Path: Master of Adventures > Treasure > Sentient Magic Items ] es" earlier in this chapter). 81-82 The moonblade gains the finesse property. 83-84 The moonblade gains the thrown property (range 20/60 feet). 85-86 The moonblade functions as a defender. 87-90 The moon blade scores a critical hit on a roll of ...
dmg_1999
dmg
217
[Path: Master of Adventures > Treasure > Sentient Magic Items ] agon , fiend , or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, o r thunder. 95-96 You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see ...